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Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 12:37 am
by Nsmurf
I would love to play the game, but... (see attachment)
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 1:14 am
by frpnit
Nsmurf wrote:I would love to play the game, but... (see attachment)
Didn't even read the code, but i imagine the engine is using spritebatches and the file kacheln.png as spritesheet. In order to avoid trouble, he could convert it to power of two dimensions (ex.: 1024x64)
By the way, i'm new here... trying to find some time to learn some specific lua resources and then try to mess with love. And sorry if my english is not so good, i'm brazilian...
- FRP -
Graphic Designer and Hobbyst Programmer
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 5:42 am
by micha
I am not using a sprite batch, but quads and drawq to draw them. Question to the löve-technology-experts: Is that also causing trouble on some graphics cards?
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 6:02 am
by bartbes
No. And also, you never told us what the problem was, did you?
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 6:07 am
by micha
I am trying to find out, why Nsmurf in the above post gets these artifacts. It looks like instead of drawing the content of the image, LÖVE draws white rectangles in the size of the corresponding quads.
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 6:38 am
by bartbes
In that case your tilesheet is probably too big, a good maximum size to use is 1024x1024.
(Keep in mind that even 1025 turns into 2048 on some systems.)
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 6:56 am
by micha
I am going to try that. The tilesheet is indeed wider than 1024 pixels. Thanks
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 2:45 pm
by frpnit
Well... I have access to an PC with Pentium D processor with an integrated Intel GMA950 graphic chipset, so when i was testing both love examples of tilemaps, one wich uses normal love drawcalls, and the other one wich uses spritebatches (and quads / drawq as well, so the problems must be correlated), the spritebatch one showed only white tiles when i was using a spritesheet with 3584x2048, but when i reduced to 2048x2048, it worked.
So if it was not a power of two problem, indeed it is related to the spritesheet size (never realized until now that my old spritesheet maybe had read as a 4096x2048 and the GMA couldn't handle it because was too big).
Hope it helps you.
Re: Isometric 2,5D game
Posted: Fri Oct 12, 2012 8:58 pm
by micha
Thanks frpnit for experimenting. I substituted the image for a smaller one.
Nsmurf, please try the new version I uploaded in the original post. The problem is hopefully fixed now.
Re: Isometric 2,5D game
Posted: Sat Oct 13, 2012 1:49 am
by Nsmurf
Yay, it works!
I like the look of it, but there are some things that could be improved:
- Add the rotating. It would be useful.
- Make a more obvious jump key. (like space)
- Just a cool idea, but you could use some sort of pathfinding to just click where you want the player to go and he would walk there. I imagine that would be quite hard though.
All in all, great engine, I can't wait until you make a game of it.
Also, I suggest you check out
Isome if you haven't already. It might give you some ideas.